#include "StdAfx.h"
#include "PendingState.h"
#include "state/RunningState.h"

PendingState::PendingState()
{
    type = PENDING;
}

PendingState::~PendingState()
{

}

void PendingState::update(float dt)
{

	//if ( InputManager::isKeyClickedLocal(GLFW_KEY_SPACE) /*clientSockets.size() <= 0*/) {
	//	Packets::GamePendingPacket pendingPacket(Packets::GamePendingPacket::READY);
	//	for ( unsigned int i = 0; i < clientSockets.size(); ++i ) 
	//		tcpCom::send(&pendingPacket, sizeof(pendingPacket), *clientSockets[i]);	
	//	sendGameStartInfo();
	//}

}

void PendingState::handleInput()
{

}

void PendingState::activate()
{
    queuedState = NULL_STATE;
}

void PendingState::idle()
{
}